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							316 lines
						
					
					
						
							11 KiB
						
					
					
				// ImGui Marmalade binding with IwGx | 
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// In this binding, ImTextureID is used to store a 'CIwTexture*' texture identifier. Read the FAQ about ImTextureID in imgui.cpp. | 
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. | 
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// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). | 
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// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. | 
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// https://github.com/ocornut/imgui | 
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 | 
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// Copyright (C) 2015 by Giovanni Zito | 
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// This file is part of ImGui | 
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 | 
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#include <imgui.h> | 
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#include "imgui_impl_marmalade.h" | 
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 | 
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#include <s3eClipboard.h> | 
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#include <s3ePointer.h> | 
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#include <s3eKeyboard.h> | 
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#include <IwTexture.h> | 
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#include <IwGx.h> | 
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 | 
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// Data | 
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static double       g_Time = 0.0f; | 
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static bool         g_MousePressed[3] = { false, false, false }; | 
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static float        g_MouseWheel = 0.0f; | 
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static CIwTexture*  g_FontTexture = NULL; | 
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static char*        g_ClipboardText = NULL; | 
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static bool         g_osdKeyboardEnabled = false; | 
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 | 
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// use this setting to scale the interface - e.g. on device you could use 2 or 3 scale factor | 
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static ImVec2       g_scale = ImVec2(1.0f,1.0f); | 
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 | 
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// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure) | 
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void ImGui_Marmalade_RenderDrawLists(ImDrawData* draw_data) | 
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{ | 
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    // Handle cases of screen coordinates != from framebuffer coordinates (e.g. retina displays) | 
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    ImGuiIO& io = ImGui::GetIO(); | 
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    draw_data->ScaleClipRects(io.DisplayFramebufferScale); | 
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 | 
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    // Render command lists | 
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    for(int n = 0; n < draw_data->CmdListsCount; n++) | 
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    { | 
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        const ImDrawList* cmd_list = draw_data->CmdLists[n]; | 
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        const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; | 
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        const int nVert = cmd_list->VtxBuffer.Size; | 
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        CIwFVec2* pVertStream = IW_GX_ALLOC(CIwFVec2, nVert); | 
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        CIwFVec2* pUVStream = IW_GX_ALLOC(CIwFVec2, nVert); | 
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        CIwColour* pColStream = IW_GX_ALLOC(CIwColour, nVert); | 
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 | 
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        for( int i=0; i < nVert; i++ ) | 
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        { | 
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            // TODO: optimize multiplication on gpu using vertex shader | 
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            pVertStream[i].x = cmd_list->VtxBuffer[i].pos.x * g_scale.x; | 
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            pVertStream[i].y = cmd_list->VtxBuffer[i].pos.y * g_scale.y; | 
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            pUVStream[i].x = cmd_list->VtxBuffer[i].uv.x; | 
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            pUVStream[i].y = cmd_list->VtxBuffer[i].uv.y; | 
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            pColStream[i] = cmd_list->VtxBuffer[i].col; | 
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        } | 
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 | 
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        IwGxSetVertStreamScreenSpace(pVertStream, nVert); | 
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        IwGxSetUVStream(pUVStream); | 
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        IwGxSetColStream(pColStream, nVert); | 
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        IwGxSetNormStream(0); | 
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 | 
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        for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) | 
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        { | 
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            const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; | 
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            if (pcmd->UserCallback) | 
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            { | 
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                pcmd->UserCallback(cmd_list, pcmd); | 
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            } | 
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            else | 
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            { | 
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                CIwMaterial* pCurrentMaterial = IW_GX_ALLOC_MATERIAL(); | 
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                pCurrentMaterial->SetShadeMode(CIwMaterial::SHADE_FLAT); | 
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                pCurrentMaterial->SetCullMode(CIwMaterial::CULL_NONE); | 
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                pCurrentMaterial->SetFiltering(false); | 
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                pCurrentMaterial->SetAlphaMode(CIwMaterial::ALPHA_BLEND); | 
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                pCurrentMaterial->SetDepthWriteMode(CIwMaterial::DEPTH_WRITE_NORMAL); | 
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                pCurrentMaterial->SetAlphaTestMode(CIwMaterial::ALPHATEST_DISABLED); | 
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                pCurrentMaterial->SetTexture((CIwTexture*)pcmd->TextureId); | 
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                IwGxSetMaterial(pCurrentMaterial); | 
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                IwGxDrawPrims(IW_GX_TRI_LIST, (uint16*)idx_buffer, pcmd->ElemCount); | 
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            } | 
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            idx_buffer += pcmd->ElemCount; | 
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        } | 
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        IwGxFlush(); | 
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    } | 
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 | 
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    // TODO: restore modified state (i.e. mvp matrix) | 
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} | 
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static const char* ImGui_Marmalade_GetClipboardText() | 
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{ | 
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    if (s3eClipboardAvailable()) | 
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    { | 
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        int size = s3eClipboardGetText(NULL, 0); | 
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        if (size > 0) | 
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        { | 
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            if (g_ClipboardText) | 
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            { | 
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                delete[] g_ClipboardText; | 
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                g_ClipboardText = NULL; | 
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            } | 
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            g_ClipboardText = new char[size]; | 
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            g_ClipboardText[0] = '\0'; | 
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            s3eClipboardGetText(g_ClipboardText, size); | 
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        } | 
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    } | 
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 | 
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    return g_ClipboardText; | 
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} | 
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static void ImGui_Marmalade_SetClipboardText(const char* text) | 
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{ | 
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    if (s3eClipboardAvailable()) | 
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        s3eClipboardSetText(text); | 
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} | 
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int32 ImGui_Marmalade_PointerButtonEventCallback(void* SystemData, void* pUserData) | 
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{ | 
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    // pEvent->m_Button is of type s3ePointerButton and indicates which mouse | 
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    // button was pressed.  For touchscreen this should always have the value | 
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    // S3E_POINTER_BUTTON_SELECT | 
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    s3ePointerEvent* pEvent = (s3ePointerEvent*)SystemData; | 
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 | 
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    if (pEvent->m_Pressed == 1) | 
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    { | 
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        if (pEvent->m_Button == S3E_POINTER_BUTTON_LEFTMOUSE) | 
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            g_MousePressed[0] = true; | 
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        if (pEvent->m_Button == S3E_POINTER_BUTTON_RIGHTMOUSE) | 
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            g_MousePressed[1] = true; | 
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        if (pEvent->m_Button == S3E_POINTER_BUTTON_MIDDLEMOUSE) | 
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            g_MousePressed[2] = true; | 
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        if (pEvent->m_Button == S3E_POINTER_BUTTON_MOUSEWHEELUP) | 
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            g_MouseWheel += pEvent->m_y; | 
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        if (pEvent->m_Button == S3E_POINTER_BUTTON_MOUSEWHEELDOWN) | 
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            g_MouseWheel += pEvent->m_y; | 
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    } | 
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    return 0; | 
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} | 
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int32 ImGui_Marmalade_KeyCallback(void* SystemData, void* userData) | 
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{ | 
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    ImGuiIO& io = ImGui::GetIO(); | 
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    s3eKeyboardEvent* e = (s3eKeyboardEvent*)SystemData; | 
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    if (e->m_Pressed == 1) | 
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        io.KeysDown[e->m_Key] = true; | 
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    if (e->m_Pressed == 0) | 
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        io.KeysDown[e->m_Key] = false; | 
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 | 
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    io.KeyCtrl = s3eKeyboardGetState(s3eKeyLeftControl) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightControl) == S3E_KEY_STATE_DOWN; | 
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    io.KeyShift = s3eKeyboardGetState(s3eKeyLeftShift) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightShift) == S3E_KEY_STATE_DOWN; | 
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    io.KeyAlt = s3eKeyboardGetState(s3eKeyLeftAlt) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightAlt) == S3E_KEY_STATE_DOWN; | 
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    io.KeySuper = s3eKeyboardGetState(s3eKeyLeftWindows) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightWindows) == S3E_KEY_STATE_DOWN; | 
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    return 0; | 
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} | 
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int32 ImGui_Marmalade_CharCallback(void* SystemData, void* userData) | 
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{ | 
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    ImGuiIO& io = ImGui::GetIO(); | 
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    s3eKeyboardCharEvent* e = (s3eKeyboardCharEvent*)SystemData; | 
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    if ((e->m_Char > 0 && e->m_Char < 0x10000)) | 
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        io.AddInputCharacter((unsigned short)e->m_Char); | 
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    return 0; | 
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} | 
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bool ImGui_Marmalade_CreateDeviceObjects() | 
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{ | 
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    // Build texture atlas | 
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    ImGuiIO& io = ImGui::GetIO(); | 
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    unsigned char* pixels; | 
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    int width, height; | 
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    io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); | 
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 | 
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    // Upload texture to graphics system | 
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    g_FontTexture = new CIwTexture(); | 
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    g_FontTexture->SetModifiable(true); | 
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    CIwImage& image = g_FontTexture->GetImage(); | 
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    image.SetFormat(CIwImage::ARGB_8888); | 
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    image.SetWidth(width); | 
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    image.SetHeight(height); | 
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    image.SetBuffers();                                    // allocates and own buffers | 
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    image.ReadTexels(pixels); | 
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    g_FontTexture->SetMipMapping(false); | 
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    g_FontTexture->SetFiltering(false); | 
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    g_FontTexture->Upload(); | 
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    // Store our identifier | 
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    io.Fonts->TexID = (void *)g_FontTexture; | 
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    return true; | 
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} | 
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void    ImGui_Marmalade_InvalidateDeviceObjects() | 
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{ | 
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    if (g_ClipboardText) | 
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    { | 
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        delete[] g_ClipboardText; | 
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        g_ClipboardText = NULL; | 
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    } | 
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    if (g_FontTexture) | 
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    { | 
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        delete g_FontTexture; | 
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        ImGui::GetIO().Fonts->TexID = 0; | 
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        g_FontTexture = NULL; | 
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    } | 
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} | 
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bool    ImGui_Marmalade_Init(bool install_callbacks) | 
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{ | 
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    IwGxInit(); | 
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 | 
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    ImGuiIO& io = ImGui::GetIO(); | 
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    io.KeyMap[ImGuiKey_Tab] = s3eKeyTab;                     // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array. | 
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    io.KeyMap[ImGuiKey_LeftArrow] = s3eKeyLeft; | 
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    io.KeyMap[ImGuiKey_RightArrow] = s3eKeyRight; | 
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    io.KeyMap[ImGuiKey_UpArrow] = s3eKeyUp; | 
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    io.KeyMap[ImGuiKey_DownArrow] = s3eKeyDown; | 
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    io.KeyMap[ImGuiKey_PageUp] = s3eKeyPageUp; | 
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    io.KeyMap[ImGuiKey_PageDown] = s3eKeyPageDown; | 
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    io.KeyMap[ImGuiKey_Home] = s3eKeyHome; | 
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    io.KeyMap[ImGuiKey_End] = s3eKeyEnd; | 
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    io.KeyMap[ImGuiKey_Delete] = s3eKeyDelete; | 
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    io.KeyMap[ImGuiKey_Backspace] = s3eKeyBackspace; | 
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    io.KeyMap[ImGuiKey_Enter] = s3eKeyEnter; | 
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    io.KeyMap[ImGuiKey_Escape] = s3eKeyEsc; | 
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    io.KeyMap[ImGuiKey_A] = s3eKeyA; | 
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    io.KeyMap[ImGuiKey_C] = s3eKeyC; | 
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    io.KeyMap[ImGuiKey_V] = s3eKeyV; | 
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    io.KeyMap[ImGuiKey_X] = s3eKeyX; | 
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    io.KeyMap[ImGuiKey_Y] = s3eKeyY; | 
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    io.KeyMap[ImGuiKey_Z] = s3eKeyZ; | 
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 | 
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    io.RenderDrawListsFn = ImGui_Marmalade_RenderDrawLists;      // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer. | 
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    io.SetClipboardTextFn = ImGui_Marmalade_SetClipboardText; | 
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    io.GetClipboardTextFn = ImGui_Marmalade_GetClipboardText; | 
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 | 
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    if (install_callbacks) | 
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    { | 
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        s3ePointerRegister(S3E_POINTER_BUTTON_EVENT, ImGui_Marmalade_PointerButtonEventCallback, 0); | 
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        s3eKeyboardRegister(S3E_KEYBOARD_KEY_EVENT, ImGui_Marmalade_KeyCallback, 0); | 
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        s3eKeyboardRegister(S3E_KEYBOARD_CHAR_EVENT, ImGui_Marmalade_CharCallback, 0); | 
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    } | 
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 | 
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    return true; | 
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} | 
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void ImGui_Marmalade_Shutdown() | 
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{ | 
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    ImGui_Marmalade_InvalidateDeviceObjects(); | 
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    ImGui::Shutdown(); | 
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    IwGxTerminate(); | 
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} | 
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void ImGui_Marmalade_NewFrame() | 
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{ | 
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    if (!g_FontTexture) | 
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        ImGui_Marmalade_CreateDeviceObjects(); | 
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 | 
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    ImGuiIO& io = ImGui::GetIO(); | 
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 | 
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    // Setup display size (every frame to accommodate for window resizing) | 
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    int w = IwGxGetScreenWidth(), h = IwGxGetScreenHeight(); | 
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    io.DisplaySize = ImVec2((float)w, (float)h); | 
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     // For retina display or other situations where window coordinates are different from framebuffer coordinates. User storage only, presently not used by ImGui. | 
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    io.DisplayFramebufferScale = g_scale; | 
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 | 
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    // Setup time step | 
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    double current_time = s3eTimerGetUST() / 1000.0f; | 
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    io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f); | 
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    g_Time = current_time; | 
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 | 
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    double mouse_x, mouse_y; | 
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    mouse_x = s3ePointerGetX(); | 
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    mouse_y = s3ePointerGetY(); | 
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    io.MousePos = ImVec2((float)mouse_x/g_scale.x, (float)mouse_y/g_scale.y);   // Mouse position in screen coordinates (set to -1,-1 if no mouse / on another screen, etc.) | 
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    for (int i = 0; i < 3; i++) | 
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    { | 
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        io.MouseDown[i] = g_MousePressed[i] || s3ePointerGetState((s3ePointerButton)i) != S3E_POINTER_STATE_UP;    // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame. | 
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        g_MousePressed[i] = false; | 
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    } | 
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 | 
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    io.MouseWheel = g_MouseWheel; | 
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    g_MouseWheel = 0.0f; | 
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 | 
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    // TODO: Hide OS mouse cursor if ImGui is drawing it | 
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    // s3ePointerSetInt(S3E_POINTER_HIDE_CURSOR,(io.MouseDrawCursor ? 0 : 1)); | 
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 | 
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    // Start the frame | 
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    ImGui::NewFrame(); | 
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 | 
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     // Show/hide OSD keyboard | 
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    if (io.WantTextInput) | 
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    { | 
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        // Some text input widget is active? | 
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        if (!g_osdKeyboardEnabled) | 
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        { | 
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            g_osdKeyboardEnabled = true; | 
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            s3eKeyboardSetInt(S3E_KEYBOARD_GET_CHAR, 1);    // show OSD keyboard | 
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        } | 
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    } | 
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    else | 
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    { | 
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        // No text input widget is active | 
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        if (g_osdKeyboardEnabled) | 
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        { | 
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            g_osdKeyboardEnabled = false; | 
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            s3eKeyboardSetInt(S3E_KEYBOARD_GET_CHAR, 0);    // hide OSD keyboard | 
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        } | 
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    } | 
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}
 | 
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